Museums and science centres are informal education environments that intend to engage visitors with their exhibits. We present an efficient design process that allows an improved working relationship between museum practitioners, exhibition designers, and visitors. Its principles and a graphical representation are based on the Engagement Profile from previous work. Curators and designers evaluate the qualities of exhibits using the engagement profile while visitors inform the design process by answering a standardised questionnaire. Elements of the design process were evaluated using an educational game at the science centre Engineerium. This study was based on the responses from over five hundred visitors to the science centre. As an outcome, the science centre received valuable information of how to improve the exhibit. Further, one iteration of the design process was implemented in practice. First experiences show that our method will practically support the work of museum practitioners and exhibition designers.
Museums and Science Centres are informal education environments that intend to engage the visitors with their exhibitions. The installation 'The Highway of the Seas' in the exhibition Norway is the Sea is a game that teaches players the roles of people employed in shipping and tasks related to shipping from the perspective of a ship operator. We investigate the narrative elements of this installation, how to characterise these, and their impact on engagement. Using such characteristics, informed modifications that increase engagement can be made. Further, we compare aspects of 'The Highway of the Seas' with two other installations in a study and find that 'The Highway of the Seas' is the most engaging serious game of these three.
The Norwegian Museum of Science and Technology has developed a learning concept for school classes in science centres named “learning trails”. In this concept, groups of students perform a series of thematically related experiments with installations in the science centre. The learning trails are designed to support the generic learning outcomes for science centre visits. We argue that the previously developed Engagement Profile can be used to translate exhibit properties into both media forms and generic learning outcomes for such learning concepts. Further, we implemented the learning trails in two modes: one mode used paper-based content to guide the students, while the other mode supported the use of tablet PCs where engaging content is triggered when the students approach the location of an experiment in the learning trail. We studied the engagement factors of the learning trails and observed how school classes use these. In a study with 113 students from lower secondary school (age 16), they answered short questionnaires that were integrated into the implementation of the learning trails. While the concept of the learning trails was evaluated positively, we could not find significant differences in how engaging the two implemented modes were.
Museums and Science Centres are informal education environments that intend to engage the visitors with their exhibits. We present an efficient design process that allows an improved working relationship between museum practitioners, exhibition designers, and visitors. We present the principles and a graphical representation based on the Engagement Profile from previous work. Elements of the design process are evaluated using a learning game at the science centre Engineerium. The evaluation is based on a study with over five hundred visitors to the science centre.
The Norwegian Museum of Science and Technology have developed a learning concept for school classes in science centres named ‘learning trails’. In this concept, groups of students perform a series of thematically related experiments with installations in the science centre. The learning trails are designed to support the generic learning outcomes for science centre visits. We argue for using the previously developed Engagement Profile in an indicator to determine both media forms and generic learning outcomes for such learning concepts. Further, we implemented the learning trails in two modes: one mode used paper-based content to guide the students, while the other mode supported the use of tablet PCs where engaging content is triggered when the students approach the location of an experiment in the learning trail. We studied the engagement factors of the learning trails and observed how school classes use these. In a study with 113 students from lower secondary school, they answered short questionnaires that were integrated into the implementation of the learning trails. While the concept of the learning trails was evaluated positively, we could not find significant differences in how engaging the two implemented modes were.
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